On that note, on Hakan you can do EX DP instead of LP DP.
MP DP has grab invincibility, those hitboxes are just out of date.
On that note, on Hakan you can do EX DP instead of LP DP.
MP DP has grab invincibility, those hitboxes are just out of date.
Yup, I forgot about that.
hello, i’m collecting kara throw data for all of AE 2012’s characters, i don’t know how much of the information here is outdated, so i wanted to ask: what’s t. hawk’s best kara throw?
all of the data will be compiled into a list including normal throw ranges, added ranges and kara throw ranges.
Can THawk SPD grab limbs?
Does anyone know what frame advantage Hawk is at after his various spds?
Also, the frame duration of his forward and neutral jumps?
I’m guessing that, like general wake up times, it varies for most of the cast…
FYI!
I’m nooby, so this is all theoretical. I apologize if I’ve made a mistake.
Please correct me if I have.
**** I’m curious about finding meaty setups for his cl.strong.****
While he ain’t Makoto, his cl.strong has a 5frame start-up, 4 active frames, and is 0/+6 on block/hit.
A perfectly meaty cl.strong would end up at +3/+9(!!!).
(Would that make a counter-hit meaty cl.strong +12?)
The thought of being +3 on block at close range is pretty appealing. That’d be a 2-frame gap into another cl.strong, trapping all normals/throw attempts/pre-jump frames.
It’d also be a nasty tick into U1 or any spd.
Hell, you could probably tick into an OS ex.SPD + throw (360 + lk+lp+mp) for an option that beats blocking and mashing normals/throw.
You could also end your 720/360 motion in a block and delay the punch input to allow you to grab blocks and block reversals.
Either way, point-blank cl.strong usually leaves Hawk in range for another cl. normal.
This would make for an easy as hell link/confirm for cl.strong, cl.strong xx ex.spire.
It might also allow for cl.strong, cl.fierce, st.strong/cr.forward for some big meter-free damage.
Last but not least, could you also option select a forward dash into the hit-stop of the meaty cl.strong?
Makoto has a strong/dash/strong option select that will either start a combo/pressure string on hit/block and will chase down a wake-up backdash that avoids the meaty.
Do you think hawk could make use of the same OS?
Yes, his dash is significantly slower at 23 frames to her 16 (and he also has 3 more frames of recovery on his cl.strong), but he also has a 0-frame ultra and 2-frame SPD.
I think that considering most people’s lack of match-up knowledge vs Hawk, this could be a useful option to have in the bag.
What do you guys think?
TLDR:
Let’s find a way to set up hawk’s meaty cl.strong!
Meaties beat wake-up normals/throws/jumps!
A very strong option if your opponent wont/can’t invincible reversal or backdash.
Meaties also provide additional frame advantage (especially when counter-hitting normals/throws) that can yield unconventional links!
Hey there, If i remember correctly all of t.hawk’s SPDs end with him at 55 or 56 frames advantage. I don’t know the exact number because I’m too lazy to get my notebook from my car but i’ll follow up with you tomorrow on that. On the note of meaty Cl.strong. I’ve tried myself and haven’t really had too much success with landing meaty cl.strong setups because although cl.strong has a bunch of active frames, the last few active frames only hit higher up since it’s what makes it such a good anti-air. In most instances when your opponent wakes up crouching, the last few active frames on it whiff on them and you’re left free. If you can somehow get people to stand up on wake up, it would be possible.
Close MP -
[details=Spoiler]Active Frame 1 -
[/details]
[details=Spoiler]Active Frame 2 -
[/details]
[details=Spoiler]Active Frame 3 -
[/details]
[details=Spoiler]Active Frame 4 -
[/details]
Courtesy of Hoblino’s hitbox thread**
With the whole OS dash thing, yes it has it’s uses but in reality, in order to OS a dash you’re going to have to go through the recovery of whatever normal it was that you used to buffer the OS dash off of. Let’s say best case scenario that you used cl.jab which recovers in 6 frames. Since the Jab needs to whiff in order for the OS to go off you have to wait 6 frames and then the dash comes out in 23. By the time the whole thing is finished it’s taken 29 frames and only then can you attack. The worst backdashes in the game are: Dhalsim/Sagat 29f, Ibuki/Hawk 28f, Viper/DeeJay/Honda/Gen/Hakan/Juri/Ken/Rufus/Ryu 27f. So it wouldn’t punish anybody (not even with u1 sadly) but you could definitely catch someone off guard with it.
Yeah…
I tried it later that day. A true meaty cl.strong whiffs on crouch.
It’s still great for catching people trying to jump away, but not versatile enough to warrant frame-specific setups, I don’t think.
As for the OS dash… It’s free to input if you’re already going for the cl.strong pressure.
Like you said, Hawk will be at frame disadvantage after the dash. It’s about as useful as a raw dash-up. You can force a mix-up and probably catch most people blocking after a backdash, but I don’t know how much mileage you can get out of it after that.
Cl.fierce has great frame advantage as a meaty, but the push back is too far.
Cl.jab only has two active frames.
Is there no more tech to be found for Hawk?
Thanks for the fast response, Onions.
p.s.
Do you guys jump-cancel your spds instead of OS’ing throw tech to get an option that will always beat throws instead of sometimes teching them?
i.e. jump-cancel ex.spd to beat all normals, throws, blocks?
I know Mak can JC her ex.oroshi and ex.karakusa to give her options that beat meaty normals/grabs.
Hi guys, I’m trying to make a statistic regarding combos (all characters) and I need a little help. I need 2 combos per character:
Went to my first tourney today, several people were talking about their “invite-only”, character-specific facebook groups. Anyone know if there’s one of those for Timothy Hawk, and how to get an invite?
There is one, but I’m not an admin. Hopefully they’ll see this and hit you up.